Developer Diaries

Condemned 2: Bloodshot Developer Diary Part Six

We hit our Alpha with the five unique Bloodshot Fight Clubs in place. The game designer created the subset environments and did all the wiring himself. This took some of his time away from the core combat experience and the single-player experience but probably only a few days at most. In addition, one of our multiplayer Level Designers found some "free" time to go through the Fight Club levels, where he spent time heavily improving performance, fixing bugs and tweaking the environments into shippable states.

The Fight Clubs are as follows:

Practice: a general purpose practice arena that lets you try various weapons, enemies, combos, attack chains and so forth.

Riot Control: You can only use ranged weapons for this fight club as you try to protect the police below as long as possible.

Smoke 'Em: This one is my personal favorite. Your goal is to kill three enemies as quickly as possible.

Deadly Day Care: You've got to blow up 100 of these little toys, er... uh, "dolls" as quickly as possible.

Streets of Rage: You need to keep yourself and five guards alive while killing as many thieves and vandals as possible.

Lockdown: This one is my second-favorite. You're locked in a demented-looking cage and you need to kill as many enemies as possible in five minutes.

So here we are, running a few weeks later than originally planned. We were originally going to be on the store shelves in late February but now we are currently scheduled for March 11th. In the course of a multi-year schedule, being about three weeks late is probably considered early by most developers working on quality titles in the industry. Was it worth it? Was it worth taking on the "feature creep" of the Bloodshot Fight Clubs? I'll let you be the judge when we get Condemned 2: Bloodshot on the store shelves next month.